Emil Persson

682 Followers
73 Following
285 Posts

Co-Founder at Elemental Games.
Previously: Epic Games, Avalanche Studios, AMD.

Rendering Engineer, R&D
http://www.humus.name/

Not really into astrology, but this is the symbol for "cancer": ♋

Nice.

If you put the Apple icons in reverse it looks like the portfolio of someone getting really really good at icon design
I am still confused by how in a modern OS I can't trivially limit how much CPU time, disk bandwidth and network bandwidth an app gets to use. It should be right there in the Task Manager. Like - that's the whole point of an OS - to manage that stuff. So why not let ME THE USER manage that stuff?
New blog post: The smallest state-of-the-art double-to-string implementation
https://vitaut.net/posts/2025/smallest-dtoa/
#programming #cplusplus
The smallest state-of-the-art double-to-string implementation

I hadn't seen anyone post this yet so here is a late cursed #mechanicon find.
this was my favorite design, referencing the most ~~cursed~~ efficient way to pack 17 squares.
Now I've thought of this I can't un-think it
You can have one swapchain buffer on screen, one pending, and the GPU can still work on 90% of the third frame without having to wait for the swapchain to release the buffer on screen.
I saw an article about triple buffering in Vulkan. It wasn't wrong, but I thought it missed a key insight. In 2025, chances are your engine doesn't touch the swapchain buffer until very very late in the frame. Possibly only the last composite step of your posteffects, and then maybe some UI elements on top of that. Like the last 10% of the frame, at most. Which means you essentially already have 2.9x buffering with a double-buffered swapchain.

Now, some of these looks quite similar, so:
١ = 1
٩ = 9
١٩ = 19

Yay! But then you also have:
١٤ = 14
١٥ = 15
١٦ = 16

Which of course, is not confusing at all.